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guigui
searching PlanetScale…
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31.
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by
guigui
2y ago
Unfortunately no! We did want to add secret stuff like hidden doors or fake walls back then, but we had to keep scope under control since that was only a promotional demo for our studio. Edit: not sure if you're talking about Equinox o
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by
guigui
2y ago
Author here, not sure why this is posted today as this project is from 2015, but feel free check out our latest WebGL project if you liked Keep Out: https://equinox.space EDIT: thanks for all the great feedback!
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guigui
2y ago
Thank you, glad you got to enjoy our little warp visual effect!
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guigui
2y ago
Three.js. Why it weighs only 45mb: the 3D environment isn’t that detailed, and we use Draco compression on the model files which has huge benefits in terms of file size. In addition, the art style requires few textures, and we use KTX2 comp
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by
guigui
2y ago
Thank you. Answered here: https://news.ycombinator.com/item?id=40114774
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guigui
2y ago
We sure hope that game publishers/studios will find Equinox inspiring. We're working on some behind-the-scenes content that will most likely be published on X and LinkedIn. You can follow us if you're interested: https:/
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guigui
2y ago
Thanks, we'll keep this in mind for a possible future version.
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guigui
2y ago
It roughly took 5-6 months in total over a span of 1-2 years (we paused development several times to work on client projects). I recommend diving into Three.js (or other WebGL libraries), and learning Blender or similar to create your own
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by
guigui
2y ago
All valid points, and I completely agree that the narrative could have a bit more depth to it. I really wish there were more puzzles to solve. However, at the end of the day, we had to keep the scope under control, which was already quite l
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guigui
2y ago
Thanks, old friend. Always a pleasure to build cool stuff for a web browser, like in the good old days. ;)
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guigui
2y ago
Thanks, we'll look into it.
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guigui
2y ago
Babylon would have been a perfectly good choice to build this experience, but we have a preference for the three.js API.
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guigui
2y ago
The project runs on Three.js, a JavaScript WebGL library, which explains the low startup time.
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guigui
2y ago
Sorry about that. Does it happen also on this three.js example? https://threejs.org/examples/?q=pointerlock#misc_controls_po... You can try to change the controls mode in the in-game menu (ESC key).
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by
guigui
2y ago
Sorry to hear that. That's weird, because we tested on a Pixel 3 and had decent performance.
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guigui
2y ago
Yes, sorry. That's one of the many little features that we wanted to add but didn't make the cut. We may add this in a future update.
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by
guigui
2y ago
Thanks, making it available and actually playable on mobile was definitely a challenge. One of our inspiration for the mobile controls was the iOS version of the game The Witness.
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by
guigui
2y ago
Thanks, this was done by a team of only 2 people over a span of 1.5 years, working on it intermittently between client projects, totaling approximately 5-6 months of work.
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guigui
2y ago
Yes, it's running on Three.js. This comment from co-author Franck roughly sums it up: https://news.ycombinator.com/item?id=40114297
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guigui
2y ago
Thanks! Congrats on making it to the end. This is too broad a topic to cover here, but I'd say the most valuable skill is the ability to constantly learn new tools and techniques.
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guigui
2y ago
Thanks hackton. Really appreciate it! While creating Equinox, it frequently felt like we were working on tiny details that hardly anyone would notice. But ultimately I believe that immersion largely relies on the accumulation of all these s
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guigui
2y ago
Thank you! Yes, making it available on mobile devices was one of our priorities from the start (even though the desktop experience remains the best one). Phones do tend to heat up when rendering complex WebGL applications.
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guigui
2y ago
Author here. Happy to answer any questions! Some background info on the project: https://littleworkshop.fr/projects/equinox/
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guigui
2y ago
Author here. It's amusing to see this resurfacing today since it was released 7 years ago. I suppose it's due to the recent launch of our latest WebGL experience: https://equinox.space It's an immersive space surv
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Equinox – A WebGL Space Adventure
(equinox.space)
3 points
by
guigui
2y ago
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0 comments
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TRACK – A musical experience built with WebGL
(demos.littleworkshop.fr)
2 points
by
guigui
8y ago
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0 comments
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guigui
8y ago
Congratulations! From the few minutes that I've played, this looks really polished, especially for a web game. I'm curious to know what kind of promotion efforts you had to do to reach 130k units? Was it just word-of-mouth and goo
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guigui
9y ago
Thanks, Keep Out is also my favorite project. Our first web game, http://browserquest.mozilla.org , was actually open source: https://github.com/mozilla/Browserquest
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guigui
9y ago
We just wanted to improve loading speed by serving a Google-hosted version of jQuery (which is most likely already in users' browser cache).
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guigui
9y ago
Thanks. Unfortunately, there's no way to rotate the camera (not because of technical limitations, but simply because it wasn't part of our vision). There is some car detection code but it's far from perfect and collisions hap
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